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Submission: On August 25 via manual from US — Scanned from US
Submission: On August 25 via manual from US — Scanned from US
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FPS: 17.886 LEARNING API 1.0 startGame2000 The start game event is triggered at the very beginning of the level (after the game finishes loading don't wait for intro movie to finish). This is used to compute things like time spent in game. endGame2010 The exit game event is triggered when the game is quit. This is used to compute things like time spent in game. Depending on platform this may / may not be possible. NOTE: "quit" also means navigating away from game. startRound2020 The start round event is triggered at the start of a round. This event provides information about the game characteristics of the round (i.e. resources objectives setup). It is used in calculating things like time spent in a round (for speed and accuracy) attempts at solving a round and the number of rounds the player has visited (exposures). * optionsarray->objectdictionary contains: position: 0 to 2 position from left to right size:integer size of the shell pattern:string type of the shell's pattern * target_positionintposition of the correct shell * target_sizeintthe size of the target shell or 0 if N/A * target_patternstringpattern of the target shell or N/A endRound2030 The beat round event is triggered when the player finishes a round. This event is used for calculating time spent in a round (for speed and accuracy) attempts at solving a round and the number of rounds the player has completed (completion). * durationintthe duration of the round in milliseconds. Time between start round and beat round. * missesintthe number of incorrect choices made during the round startLevel2040 The start level event is triggered at the start of a level. A level encapsulates the time from when the user is presented a new layout (arrangement of beavers) until all correct decisions in the layout have been made. This event provides information about the game characteristics of the level (i.e. resources objectives setup). It is used in calculating things like time spent in a level (for speed and accuracy) attempts at solving a level and the number of levels the player has visited (completion). * layoutarray->objectdictionary contains: size:integer pattern:string size and pattern type of the crab * typestring"pattern" or "size" endLevel2050 The beat level event is triggered when the player finishes a level. This event is used for calculating time spent in a level (for speed and accuracy) attempts at solving a level and the number of levels the player has completed (completion). * durationintthe duration of the level in milliseconds. Time between start level and beat level. * missesintthe number of incorrect choices made this round startInstruction3010 The system-initiated instruction event occurs when the game delivers instructions to the player. It contains information that describes the content of the instruction. This event differs from events 3020 and 3021 as it captures instructions that are not given in response to player action. These events are used to determine the effectiveness of the instructions. We can answer questions like "did players who received instruction X do better than those who did not?" * descriptionstringThe text or description of the instruction * identifierstringA unique identifier for this piece of instruction * media_type["audio","animation","other"]The type of media that has just played * total_durationintThe estimated duration of the media playback in milliseconds (if it ran uninterrupted) startIncorrectFeedback3020 The system-initiated feedback (Incorrect) event occurs when the game starts delivering feedback to the player in response to an incorrect round attempt (pressing the go button with the incorrect answer). It contains information that describes the content of the instruction. These events are used to determine the effectiveness of the feedback. We can answer questions like "did players who received feedback X do better than those who did not?" * descriptionstringThe text or description of the instruction * identifierstringA unique identifier for this piece of instruction * media_type["audio","animation","other"]The type of media that has just played * total_durationintThe estimated duration of the media playback in milliseconds (if it ran uninterrupted) startCorrectFeedback3021 The system-initiated feedback (Correct) event occurs when the game starts delivering feedback to the player in response to a correct round attempt (pressing the go button with the correct answer). It contains information that describes the content of the instruction and will likely occur in conjunction with a beat round event. These events are used to determine the effectiveness of the feedback. We can answer questions like "did players who received feedback X do better than those who did not?" * descriptionstringThe text or description of the instruction * identifierstringA unique identifier for this piece of instruction * media_type["audio","animation","other"]The type of media that has just played * total_durationintThe estimated duration of the media playback in milliseconds (if it ran uninterrupted) endInstruction3110 The end of system-initiated instruction event occurs when the game finishes delivering instructions to the player. It contains information that describes the content of the instruction including duration. These events are used to determine the effectiveness of the instructions and the amount of time they consume. We can answer questions like "how much time elapsed while the game was presenting instruction?" endIncorrectFeedback3120 The end of system-initiated feedback (Incorrect) event occurs when the game finishes delivering feedback to the player in response to an incorrect round attempt (pressing the go button with the incorrect answer). It contains information that describes the content of the instruction. These events are used to determine the effectiveness of the feedback. We can answer questions like "how much time elapsed while the game was presenting feedback?" endCorrectFeedback3121 The end of system-initiated feedback (Correct) event occurs when the game finishes delivering feedback to the player in response to a correct round attempt (pressing the go button with the correct answer). It contains information that describes the duration and content of the instruction and will likely occur in conjunction with a beat round event. These events are used to determine the effectiveness of the feedback. We can answer questions like "how much time elapsed while the game was presenting feedback?" clickPlay4010 This event occurs when the player clicks to start the game from the starting screen. * coordinatesobjectthe game screen coordinates of the click dictionary: {'x': integer, 'y': integer, 'stage_width': integer, 'stage_height': integer} selectAnswer4020 This event occurs when the player drops the crab on a shell. It contains information about the object that the crab was dropped on and the correctness of the action. This event is used to diagnose player strategies and understanding. * positionintthe number of the division or log from left to right * correctbooleanis this the correct choice? * sizeintthe size of the crab * patternstringthe pattern of the crab * coordinatesobjectdictionary: {"x":integer, "y":integer, "stage_width":integer, "stage_height":integer} the game screen coordinates of the mouse click startDrag4030 This event occurs when the player picks up or begins dragging the crab. This event is used to determine what object the player is attending to. * sizeintthe size of the crab * patternstringthe pattern of the crab or N/A if no pattern endDragOutside4035 This event occurs when the player drops the crab in a location other than a shell. It contains information about the location where the crab was dropped. This event is used to diagnose player strategies and understanding. * sizeintthe size of the crab * patternstringthe pattern of the crab * coordinatesobjectdictionary: {"x":integer, "y":integer, "stage_width":integer, "stage_height":integer} the game screen coordinates of the mouse click offClick4070 This event occurs when the player clicks on something that isn't covered elsewhere. It can be useful in determining if there are attractive distractions (things the player think should do something but don't) in the game or diagnosing players who are having mechanical difficulties (near misses). * coordinatesobjectdictionary: {"x":integer, "y":integer, "stage_width":integer, "stage_height":integer} the game screen coordinates of the mouse click dwellTime4080 This event occurs when the player hovers the mouse over an interactive object. It contains information about the object under the mouse and the duration of the hover. This event can be used to diagnose things like planning (are they hovering the mouse over tiles for long periods before they use those tiles) and determine which objects the player thinks are important. * dwell_timeinthow long the mouse cursor dwells over the object when the player dwells for longer than 1sec * objectstringthe object or piece of art the player clicked on clickHelp4090 This event occurs when the player clicks on the help button. It contains information about the state of the game that caused the player to seek help. This event is usually followed by a 3010 (system-initiated instruction) event. It helps identify points that players feel are too difficult. * optionsarray->objectdictionary contains: position: 0 to 2 position from left to right size:integer size of the shell pattern:string type of the shell's pattern * target_positionintposition of the correct shell * target_sizeintthe size of the target shell or 0 if N/A * target_patternstringpattern of the target shell or N/A clickReplay4095 This event occurs when the player clicks on the button to play again.